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wayfare
2011-01-01, 08:41 PM
Playgrounders:

I'm running a girl genius homebrew soon, and I'm trying to create races that the players could be. These races should all be balanced against each other -- no level adjustment, and every player plays a race more powerful than regular people.

Here are my attempts:

GIRL GENIUS RACES

SPARK
Sparks are extraordinary individuals with incredible creative abilities. Able to exceed at nearly any task they set their mind to, Sparks can generate seemingly supernatural effects through intensive study and exacting application of their disciplines.
Naturally drawn to creative pursuits, Sparks favor the Engineer and Alchemist classes -- both of which can only be taken by “sparky” characters. Sparks often take levels in fighter or rogue to increase their combat ability, but universally disdain the Expert class -- such minor abilities are left to less gifted individuals.

Passive Benefits

+2 Skill Points per level
+2 Feats at Creation

Active Benefits

Skill Mastery: Choose (Intelligence Modifier) Creation skills. The Spark can take 10 when using these skills even while under pressure.

Practiced Mastery: When using a skill modified by Skill Mastery to take an extended action, your
skill checks take half the time they normally would.

Intuitive Leap: If the Spark earns a critical success when attempting an extended Creation action,
he automatically completes the action.

Spark Quirks

The Madness Place: If a Spark takes an extended Creation action taking more than 3 rolls, he becomes completely lost in this task, responding violently if disturbed or foiled. While in the Madness Place, the spark gains +4 to Intelligence and Charisma and -8 to Wisdom.
Additionally, the Spark responds poorly to outside stimuli – if distracted for any reason, the Spark must make a DC 20 Will save respond with violence for 1d4 rounds. If the Spark intentionally fails this roll, he automatically scores a critical hit on his first successful strike.


JÄGERKIN
Remnants of the bizarre and twisted Heterodyne family experiments, Jagerkin are engineered monsters with incredible Strength and an unusual resistance to pain. Though they tend to be slow-witted and have little use for social mores, their natural gifts coupled with the distinctly unnatural healing characteristic of their species make them excellent soldiers.
Jagerkin tend towards combat classes, often taking levels in fighter or rogue. Though the tradition is dying out in these civilized times, some Jager still remember the secrets of the Battlerage that once made them the terror of Europe, and thus take levels in the Jager-only Berzerker class.

Passive Benefits

+4 Strength
+2 Constitution

Fast Healing 1: You regain 1 hp each round while damaged. This does not restore damage
suffered due to deprivation , nor does this effect restore crippled or severed limbs.

Claws: You have natural claw attacks, inflicting 1d4 + Strength damage (19-20/x2). When
attacking with these claws, you do not count as unarmed.

Jagerheart: The Jagerkin can act normally when reduced to 0 hp or lower.

Jagerkin Quirks

-2 Intelligence

Jagersoul: Jagerkin love to fight, and will take any opportunity to smash their opponents (or allies or random folks off the street). When a fight is brewing, the Jajerkin must make a DC 15 Will save or enter the fray.
A Jagerkin who intentionally fails this roll gains +2 to damage for the encounter.

Jagerspeak: Jagerkin have thick, comical Romano-German accents that have no rightful place in history. Whenever the Jager drops this accent, he suffers -1 to all actions for the scene.


HERO
A world of mad science is hardly safe for any sane individuals -- but a rare few have managed to elevate themselves from the masses and operate on a level comparable to the superbly gifted sparks. These individuals can excel in a wide variety of areas, and often benefit from intense class focus -- while Sparks can benefit from a bit of dabbling, heroes require access to potent abilities to keep up with their more gifted companions.

Passive Benefits

+2 to any Attribute
+1 to any other Attribute
+2 to any Save
+1 Feat

Hero Quirks

Deus Ex Machina: The hero is a focal point for a story, and as such is more subject to the
vicissitudes of fate than other characters.
Once per scene, the Hero can force a critical success on any d20 roll he makes.
Once per episode, the Storyteller can force a critical failure on any d20 roll the Hero makes
or
The Storyteller can force an opponent to land a critical success when opposing the hero.

CONSTRUCT

Constructs are biological creations, servants made from living (or recently dead) tissue. Constructs are strong an incredibly hardy.

Passive Benefits

+2 Strength
+4 Constitution

Natural Slam: All constructs are capable of making powerful slam attacks with their natural
Weaponry. This slam inflicts 1d8 damage (20/x3), adding 1.5 times the characters Strength
modifier to the damage inflicted.

Natural Armor: All Constructs are substantially more durable than the human flesh used to craft
them. The Construct gains a natural armor bonus dependant upon its Constitution score:

15 or less: +1
16-18: +2
19-21: +3
22-24: +4
25-27: +5
28-30: +6

This armor reduces the damage suffered from physical and energy attacks, stacking with other forms of armor normally.

Perfected Metabolism: Constructs draw maximum utility from the food they consume, requiring
one meal per (Constitution Modifier) days. The Construct can go a similar length of time without
water.

Quirks

Construct Healing: Constructs do not heal at the same rate as other characters, only gaining 1 hp
per day of rest. To restore health to a construct, a Heal check may be attempted to restore damage.
The DC of the Heal check determines the amount of health restored:

10: 1d6 + (½ healers level)
15: 2d6 + (½ level)
20: 3d8 + (level)
25: 4d8 + (level)
30: 5d10 + (1.5 x level)
35: 6d10 + (1.5 x level)

The character attempting to heal the construct states what DC he is aiming for. On a failure the
construct takes damage equal to its level.
Attempting healing at DC 20 or higher requires access to a fully equipped lab.

Healing a construct requires 1 hour of work, and may be attempted once per day per point of the Construct’s Constitution modifier.

Any help would be appreciated.

--Wayfare

Debihuman
2011-01-01, 08:53 PM
I previously posted this:
http://www.giantitp.com/forums/showpost.php?p=7274939&postcount=19.

Debby

wayfare
2011-01-01, 10:55 PM
Thanks, Debby! I might snatch some stuff from you!